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Business Performance (Japan GAAP)

Here we breakdown our consolidated business results for the three months ended June 30, 2025 with graphs and diagrams.

1. Operating results overview

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Net sales Operating income Ordinary income Net income attributable to
owners of the parent
Earnings per
share
45,502
million yen
( 53.7%
increase YoY)
24,597
million yen
( 90.8%
increase YoY )
22,883
million yen
( 69.7%
increase YoY )
17,238
million yen
( 72.8%
increase YoY )
41.21 yen
  • Net sales (cumulative)

    Plan

  • Operating income (cumulative)

    Plan

  • Ordinary income (cumulative)

    Plan

  • Net income attributable
    to owners of the parent (cumulative)

    Plan

In the three months ended June 30, 2025, Capcom Co., Ltd. (the "Company") actively pursued investments for growth focused on the ongoing enhancement of digital sales in order to further evolve and expand within the global market. In addition, as part of its human resources investment strategy, which is one of the Company’s top priorities, it continued to invest in human capital with the aim of stable and sustainable growth by securing and fostering human resources to support the future, and worked to enhance corporate value over the medium to long term.

Regarding business performance, the Company worked to increase global unit sales in its core Digital Contents business by releasing existing titles on new hardware and strengthening sales of catalog titles. As a result, in the three months ended June 30, 2025, the Digital Contents business contributed to earnings with sales of 243 titles in 228 countries and regions and total unit sales of 14.16 million units, up from the 9.53 million units sold in the same period of the previous fiscal year.

The Company also aimed to enhance the brand value of its intellectual properties (IPs) by coordinating the activities of its major content with esports, film and television productions, and licensing business activities. It also worked to increase earnings: in Arcade Operations this was through the steady operation of its stores and the pursuit of store openings in new formats; in Amusement Equipments, the Company continued to release smart pachislo machines and utilize its popular IPs.

On top of its business activities, the Company also worked to contribute to local, cultural, and technological promotion by sponsoring and participating in the Osaka Healthcare Pavilion, which is being exhibited by the Osaka Prefectural and City governments at Expo 2025 Osaka, Kansai, Japan from April 2025.

As a result, for the three months ended June 30, 2025, consolidated net sales were 45,502 million yen (up 53.7% year on year), operating profit was 24,597 million yen (up 90.8% year on year), ordinary profit was 22,883 million yen (up 69.7% year on year), and profit attributable to owners of parent was 17,238 million yen (up 72.8% year on year).

Status of business by operating segment

1. Digital Contents business

  • Net sales (cumulative)

    Plan

  • Operating income (cumulative)

    Plan

  • Operating margins (cumulative)

    Plan

In the Digital Contents business, the Company released Capcom Fighting Collection 2 (for Nintendo Switch, PlayStation 4, Xbox One and PC) and Onimusha 2: Samurai’s Destiny (for PlayStation 4, Nintendo Switch, Xbox One and PC) in May, garnering support from series fans. Additionally, the Company also released Street Fighter 6 and Kunitsu-Gami: Path of the Goddess for the Nintendo Switch 2 in June.

Regarding catalog titles, although sales were soft for Monster Hunter Wilds, the latest title in the series released in February this year, Monster Hunter Rise, a previous title in the same series, continued to see sales growth. Moreover, following the announcement of the latest title in the flagship Resident Evil series in June, sales of titles in the same series continued to grow, led by Resident Evil Village and Resident Evil 4. Additionally, efforts to enhance brand value through building wider awareness of the Company’s IPs resulted in strong sales of Devil May Cry 5 and other titles, driving sales of catalog titles to 13.36 million units, up from the 9.26 million units sold in the same period of the previous year.

Furthermore, global cumulative sales of Street Fighter 6 reached 5 million units following ongoing efforts to bolster coordination between the Company’s games and its esports activities in pursuit of wider brand recognition and an expanded user base.

As a result, the segment earned net sales of 29,857 million yen (up 39.4% year on year), and operating profit of 20,057 million yen (up 56.4% year on year).

2. Arcade Operations business

  • Net sales (cumulative)

    Plan

  • Operating income (cumulative)

    Plan

  • Operating margins (cumulative)

    Plan

In Arcade Operations, consumer lifestyle habits are undergoing change in addition to the growth in inbound tourism. As such, factors such as solid operations at existing stores and store openings in new formats contributed to earnings expansion. Moreover, the Company worked to maximize the appeal of its brick-and-mortar stores to create synergies with other businesses by holding live events and other activities.

During the three months ended June 30, 2025, the Company opened Capsule Lab/Chara Cap LaLaport Anjo (Aichi Prefecture) in April, which combines a character merchandise specialty store with a capsule toy specialty store, as well as Capcom Store Sendai (Miyagi Prefecture), a retail store that sells merchandise featuring the Company’s popular characters. Furthermore, in June the Company opened Plaza Capcom/Capsule Lab LaLa terrace Kita-Ayase (Tokyo), combining an arcade with a capsule toy specialty store, bringing the total number of stores to 56.

As a result, the segment earned net sales of 5,606 million yen (up 15.3% year on year), and operating profit of 941 million yen (up 82.3% year on year).

3. Amusement Equipments business

  • Net sales (cumulative)

    Plan

  • Operating income (cumulative)

    Plan

  • Operating margins (cumulative)

    Plan

Regarding the Amusement Equipments business, the pachislo market remained solid, driven primarily by smart pachislo machines. Devil May Cry 5 Stylish Tribe, released in June 2025, sold 10.9 thousand units, contributing to earnings.

Furthermore, Monster Hunter Rise, released in November 2024, and Resident Evil 5, released in March 2025, both enjoyed long-term operation in halls due to a positive reception from players, leading to favorable catalog sales.

As a result, the segment earned net sales of 7,812 million yen (up 251.9% year on year), and operating profit of 4,910 million yen (up 353.3% year on year).

4. Other Businesses

  • Net sales (cumulative)

    Plan

  • Operating income (cumulative)

    Plan

  • Operating margins (cumulative)

    Plan

The Company utilized its popular title Street Fighter 6 in its eSports business and began the global Capcom Pro Tour 2025 in May, leading to fierce competitions around the world. In addition to taking measures to expand the esports user base on a global scale, the Company worked to further promote its esports tournaments, such as announcing that it will hold the championship tournament for the 2025 season at Japan’s famous National Sumo Arena, Ryogoku Kokugikan, following the success of last season’s finals at the same venue.

In its Media business, a new Devil May Cry animated series was released worldwide on Netflix in April. As for its Character business, the Company focused on developing merchandise for its popular titles, such as the Monster Hunter and Street Fighter series. Furthermore, the Company has taken measures to enhance the value of its corporate brand, including the exhibition Capcom Creation: Moving Hearts Across the Globe, which began in March 2025 and showcases the Company’s game development process, and has since garnered critical acclaim.

As a result, the segment earned net sales of 2,226 million yen (up 102.9% year on year), and operating profit of 1,369 million yen (up 106.1% year on year).

2. Financial position overview for the period under review

Assets

Total assets as of the end of the first quarter decreased by 19,740 million yen from the end of the previous fiscal year to 293,241 million yen. The primary increases were 8,830 million yen in property, plant and equipment, other, net, due to an increase of land assets, etc., and 5,274 million yen in work-in-progress for game software. The primary decreases were 18,268 million yen in accounts receivable – trade and 13,513 million yen in cash and deposits.

Liabilities

Total liabilities as of the end of the first quarter decreased by 27,016 million yen from the end of the previous fiscal year to 59,661 million yen. The primary decreases were 9,185 million yen in income taxes payable, 9,024 million yen in deferred revenue, and 4,964 million yen in provision for bonuses.

Net assets

Net assets as of the end of the first quarter increased by 7,276 million yen from the end of the previous fiscal year to 233,579 million yen. The primary increase was 17,238 million yen in quarterly profit attributable to owners of parent. The primary decreases were 9,376 million yen in dividends from retained earnings, and 652 million yen in foreign currency translation adjustment.

3. Forecast and Outlook

The forecast for the consolidated business results for the current fiscal year ending March 31, 2026, remains the same as what was projected at the financial results announcement on May 13, 2025.

Earnings forecast for the fiscal year ending March 31, 2026 (From April 1, 2025 to March 31, 2026)

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Net sales Operating income Ordinary income Net income attributable to
owners of the parent
Earnings per share
Year ending March 31, 2026 190,000 million yen
( 12.0% increase YoY )
73,000 million yen
( 11.0% increase YoY )
70,000 million yen
( 6.6% increase YoY )
51,000 million yen
( 5.3% increase YoY )
121.93 yen
  • Note: The Company discloses a full year business forecast, as it manages its business performance on an annual basis.

Outlook

Regarding the outlook going forward, the business environment is undergoing significant changes: the transition to high-speed, high-capacity mobile communication standards, more distribution channels for content, diversification of devices, and the expansion of the global gaming user base. In such an environment, the Company has achieved its medium-term management goal of achieving 10% annual growth in operating income for 10 consecutive fiscal years. Looking ahead, it will strive to captivate people throughout the world with best-in-class entertainment. At the same time, it will seek to further expand the reach of its content in the over 220 countries and regions in which it sells games by enhancing its brand and attracting new users.

For this reason, the Company aims to achieve 100 million units in annual sales in its core Digital Contents business by strengthening its long-term pricing strategies and global sales via enhanced marketing attuned to the characteristics of different countries and regions while working to understand user needs.

Moreover, the Company will strive to develop the Arcade Operations and Amusement Equipments businesses by using popular IPs and major content, as well as uncover latent users and maximize profit-earning opportunities by raising awareness of IPs through investment in and leveraging of film and television productions, licensing merchandise, and esports.

In addition to the above strategies, the Company will continue its efforts to achieve its medium-term management goal by promoting its human resources investment strategy, which will be the driving force for the Company’s sustainable growth, and by strengthening investments in its development system and environment to increase its product pipeline through the creation of new IPs and utilization of major existing IPs.

On top of its business activities, the Company is also working to contribute to regional, cultural, and technological development by sponsoring and participating in the Osaka Healthcare Pavilion, which is being exhibited by the Osaka Prefectural and City governments at Expo 2025 Osaka, Kansai, Japan from April 2025.

Through various activities, the Company will continue to work toward realizing its management philosophy of being a creator of entertainment culture that stimulates the senses and excites people through game entertainment.

Please refer to the latest IR Materials in "Quarterly Reports."